So, I want a very large game world. I know it can be done as I've played The Faery Tale Adventure on the Genesis.
How do developers handle the transition between one block of map data and going into another? All I can think of is duplicating the edges of map data from adjacent maps so it "looks" like they are connected. It seems wasteful. Another thought is to use a 64x64 variable array as a collision map and load new values as I draw new chunks of map on the screen. Again, seems wasteful.
What techniques do other people use? I'd rather shoot for DaggerFall than Shove-It
How do developers handle the transition between one block of map data and going into another? All I can think of is duplicating the edges of map data from adjacent maps so it "looks" like they are connected. It seems wasteful. Another thought is to use a 64x64 variable array as a collision map and load new values as I draw new chunks of map on the screen. Again, seems wasteful.
What techniques do other people use? I'd rather shoot for DaggerFall than Shove-It